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Zero-K v1.8.10.0 - Eight New Maps and MM Rotation

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6 months ago

AUrankAdminAquanim and @Dregs have put together a mammoth effort and released eight new maps. @Dregs made six maps shown above while AUrankAdminAquanim made Anvilwood and Cobalt Dream. More information can be found in the map release thread.

These maps form the basis of a major matchmaker rotation, but are also suitable for coop, small teams, and possibly even arena-style large games. As always, the update includes a few fixes and UI improvements, the most fitting of which are explosion scars that look good on a wider range of terrain types. Additionally, an experimental new AI version is ready to be tested and mod support was improved.

Matchmaker Pool


New maps:

These maps were added or re-added last month:

The following maps remain in the map pool:

You might be worried to see a few classics missing from this list; don't worry, they're just taking a bit of a break and will be back later.

Notable Fixes


  • Updated the Myanmar flag.
  • Fixed downloading mods that are uploaded via the map upload page.
  • Fixed coop saves being able to override singleplayer saves.
  • Fixed a bug that caused raiders to be baited early when temporarily fleeing.
  • Applied more stringent checks for shader support, in an attempt to track down the integrated GPU UI disappearing bug (even though integrated graphics is technically not supported).

Other Changes


  • Added a dvorak keyboard grid option.
  • Added an experimental new version of the AI. It can be selected separately and is called 'AI: Bleeding edge test'.
  • Added a bindable button for a quick level terraform command that uses the height of the clicked location. The hotkey can be set in Hotkeys/Construction/Level.
  • Improved the build spacing UI, fixed the build spacing hotkeys in pregame placement, and added more options for displaying build spacing.
  • Improved the visuals of explosion scars, mostly by removing the brown circle around the edges of the crater, to make them fit a wider range of maps.
  • Pressing escape while in the main menu and ingame returns you to the game.
  • Surface weapons no longer fire at deep Amphbot Factories.
  • Fixed the default settings for tactical AI under Interface/Unit Behaviour.
  • Fixed a mex visualiser error on maps with no metal spots.
  • Tweaked Badger sound.
+17 / -0

6 months ago
THANKS FOR THE NEW MAPS FRIENDS !

THEY LOOK PRETTY =]

#TAAANKS !
+3 / -0
6 months ago
quote:
Added an experimental new version of the AI. It can be selected separately and is called 'AI: Bleeding edge test'.

So whats new/special about it?
+0 / -0
6 months ago
looks more modern, i like
+0 / -0


6 months ago
quote:
So whats new/special about it?

UAranklamer knows.
+0 / -0
mostly minor improvements, but they add up.

Amazing work on the maps lads, beautiful.

All ZK needs now is a means to make the edges of the map and beyond not ugly as sin!
+1 / -0

6 months ago
Sadly Jack fix didnt make it into this patch.

Multiplayer B967900 2 on Ravaged_v2
+0 / -0

6 months ago
quote:
All ZK needs now is a means to make the edges of the map and beyond not ugly as sin!


that is pretty subjective, i actually think it looks great.
+1 / -0


6 months ago
quote:
Sadly Jack fix didnt make it into this patch.

I intentionally did no balance since there is a tournament next weekend.
+2 / -0